This is a well-made and fun mod. The way modifiers are set makes it incompatible with a number of other mods however (and also power armor?).
Would it be possible to change it so that the goal for the mod to only add and remove from the modifiers?
E.g. take this portion of character_running_speed:
if global.energy[index] < global.energy_max[index] * 0.25 then -- if Energy level down below 25% - decrease running speed
player.character_running_speed_modifier = (global.energy[index] - (global.energy_max[index] * 0.2))/global.energy_max[index]
else
player.character_running_speed_modifier = 0
end
It would be better if the last update's global.energy[index] and global.energy_max[index] were stored. That way the change in character_running_speed_modifier due to this mod can be calculated and applied.
E.g something like
function calc_speed_modifier(energy, energy_max)
if energy < energy_max * 0.25 then
return 0
else
return (energy - energy_max * 0.2)/energy_max
end
end
mod_last = calc_speed_modifier(global.energy_last[index], global.energy_max_last[index])
mod_trg = calc_speed_modifier(global.energy[index], global.energy_max[index])
player.character_running_speed_modifier = player.character_running_speed_modifier + mod_trg - mod_last
Some examples of conflicting mods: TurtleSpeed, RPGSystem, ProgressiveRunning